Release planning

A roadmap that reads like engineering work, not decorative ambition.

The project is moving from technical preview toward a more complete production pipeline. The priorities below group work by release pressure and workflow impact, not by vague marketing buckets.

Current
v0.1

Runtime and editor foundation

  • Vulkan renderer, Python scripting, 12 editor panels, audio, physics, prefabs, game UI, standalone build.
  • Usable for building and exporting complete games without animation β€” scripting, physics, audio, rendering, UI and editor tooling all work.
Next milestone
v0.2

Animation and advanced UI

  • Skeletal animation, state machines, advanced UI controls.
  • Support content-heavy projects with animated characters and richer UI.
Mid-term
v0.3

Particles, terrain and content pipeline

  • GPU particles, terrain system, model pipeline expansion.
  • Expand the range of visual content the engine can produce.
Shipping path
v0.4+

Cross-platform and networking

  • Linux/macOS support, networking foundations, and broader project tooling.
  • Go from Windows-only preview to a multi-platform production engine.
Priority bands

The roadmap is split by what actually unlocks the next class of project.

This page is intentionally structured around release leverage. Each band answers a different question: can teams author faster, can content scale, and can projects ship?

Authoring band

  • Animation state machines and character workflows.
  • Advanced UI controls (ScrollView, Slider, layout groups).
  • Safer asset rename and dependency repair paths.

Content band

  • GPU particle system.
  • Terrain system for larger production scenes.
  • Better scene composition for reusable runtime content.

Shipping band

  • Cross-platform support (Linux, macOS).
  • Networking foundations.
  • More robust project lifecycle from prototype to release.

Architecture band

  • Keep render and tooling internals explicit as the engine grows.
  • Avoid accidental complexity that would erase the engine's main advantage.
  • Preserve scriptability while strengthening native ownership boundaries.
Immediate focus

What deserves attention right now.

These are the work items most likely to improve the engine's day-to-day usefulness for contributors and early projects.

Animation system

Skeletal animation and state machines are the next major expansion needed to support real game content beyond static scenes.

Advanced UI controls

The base UI system (Canvas, Text, Image, Button) is done. Advanced controls like ScrollView, Slider, and layout groups are next.

Documentation & tutorials

The API reference is auto-generated. Tutorials, getting-started guides, and example projects are needed to lower the onboarding barrier.

Cross-platform support

The engine currently targets Windows. Linux and macOS support requires build system work and platform testing.